#pragma once

#include "Game/Process/RenderProcess.h"
#include "Render/Texture/Picture2DTexture.h"
#include "Render/Texture/RenderTarget.h"
#include "Render/Tradition/RHIRenderPass.h"
#include "Render/Tradition/GraphicsPipeline.h"
#include "Render/Texture/ColorRenderTarget.h"
#include "Render/Texture/DepthRenderTarget.h"
#include "Render/Shader/RHIDescriptor.h"
#include "Render/Tradition/RHIFramebuffer.h"
#include "LocalEntity.h"


class ReflectProcess : public RenderProcess
{
	DECLARE_PROCESS(ReflectProcess)

	struct Ubo
	{
		glm::mat4 proj;
		glm::mat4 view;
		glm::mat4 model;
		glm::mat4 invView;
		float lodBias;
	};

	struct VertexPosNormal
	{
		glm::vec3 pos;
		glm::vec3 normal;
	};

protected:

	virtual void OnInit() override;

	virtual void OnTick(float deltaTime) override;

	virtual void OnResize() override;

protected:

	LocalEntity* mEntity;

	RefCountPtr<RHIDescriptor> mDescriptor;

	RefCountPtr<GraphicsPipeline> mPipeline;
};
